Is there some guide that breaks down safe/unsafe moves on block for each character compiled in a single place?
No because whether something is safe depends on a whole bunch of factors such as spacing, character, super meter, meaty hit, etc.
Figure out how fast jabs/throws are in the game, if you are less minus than that, you are usually safe.
You can get the FAT (frame assistant tool) app for your phone which neatly compiles all the frame data.
I think I’m still confused on knowing whether - or + is safe/unsafe? If a move is +3 for instance, is that ‘safer’ than a move that is -1?
If you know which moves are generally safe, wouldn’t you try to restrict yourself to those primarily for confirms and save ‘unsafe’ moves for combos/punishes?
If a move is +10 on hit, then that means you are able to move for 10 frames (i.e. 1/10th of a second) before your opponent can.
Likewise if your move is -10 on block, then that means your opponent has 10 frames to act before you can defend yourself.
In SFV, anything at -2 is considered “safe”, since that gives you time to block most attacks.
Some attacks can be more negtive and still “safe” though, if you are too far for them to punish you (attacks still take time to travel afterall).
Yes that means on a basic level you want to abuse plus or neutral attacks and refrain from using negative attacks. Once you get used to the game though you realise this can open up mindgames.
For example Ryu’s f.HP is -2 on block. In theory this means that the Ryu player has lost his “turn”, and that he should now block. However Ryu can also gamble on an invincible DP that will blow through any buttons the opponent will press. Now the opponent has to think about blocking even though he is plus, which means the Ryu has turned what should be a situation where he should have lost his turn into a mixup that extends his “turn” even further.
YES. Plus means you recover faster than them, whether you hit or the opponent blocked the attack. Most attacks are less plus on block than they are on hit. 0 means you recover at the same time. Negative means the opponent exits hit stun or guard stun faster than you recover from the attack. Even still, the numbers don’t dictate everything perfectly, because humans aren’t computers. Say you throw out an attack that is -2 on block. Say then the opponent knows it’s unsafe and tries to punish you with a super that has 0 startup, or hits instantly. Even though it is possible for the opponent to hit you with it, doesn’t mean they will execute the super in the right window. They then might not get it out before you block the super. the thing about mastering the frames and becoming more like a human computer in this aspect (which is highly important at high level) is through simply grinding the game and a character. By human computer though I just mean executing frames tightly as possible. Humans have the added layer of adapting to the opponent and being unpredictable.
Most hits are plus on hit so that combos are possible. But some attacks ironically are unsafe on hit in fighting games but not too often. The better hitbox of an attack has usually means it is less plus or even unsafe on block for most games.
As for your second question you’re generally getting the right idea. The problem is a lot of safe moves ie fast jabs and pokes are only available up close in their face and you have to get in and earn your pressure. But yes, it is stupid to get in and then throw out a very unsafe move. Generally unsafe moves are better for tootsies and have long range, so that even if they block, if used at the right distance, are still not punishable. the greatness of an attack relies on its speed, safeness, cancelability, damage, and hitbox. This means that you need to know how to use all of your attacks and when. In actuality, some characters have worthless attacks save a few amazing ones. Think jigglypuff in smash all jiggly needs is back air. But yes, You wouldn’t sweep right in their face, and you don’t begin pressure with an attack that is unsafe on block. However you can use jabs at long distance in order to bait the opponent and so on and so forth.
The only way to master all of this is sticking with the game, limiting yourself to few characters (mains/subs), asking other players of the character questions
Thanks for the breakdown.
This makes sense. Thanks.